Quick answer: Set an explicit target frame time for the dynamic-resolution heuristic and ensure it samples GPU time, with a sensible minimum screen-percentage floor.
You enable dynamic resolution to hold 60 FPS but it stays at native and the game still drops frames. The scaler had no target or wrong timing source. Give it a GPU frame-time budget.
How to fix it
1. Set a frame-time budget
Configure the target frame time the scaler aims for (e.g. 16.6 ms for 60 FPS) so it has a goal to react to; without it the heuristic has nothing to chase.
2. Drive off GPU time
Make sure the controller reads GPU frame time, since GPU-bound scenes are exactly when lowering resolution helps; CPU-time-driven scaling ignores GPU pressure.
3. Set a sensible floor
Configure minimum and maximum screen-percentage bounds so the scaler can drop enough to help but never so low the image becomes unreadable.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.